Arrange the blocks into solid rows to score points.
Brick Blitz is a link-type brick puzzle staged inside a night gallery. Obsidian walls, copper trim and stained-glass tiles frame a 10×20 display case, and every piece that drops into it is a 4×4 arrangement of glass bricks carrying link types 0 to 14. Those links are the whole game. A brick does not simply stack on the pile: it holds on to the neighbours its links point to, and connected glass travels as one cluster.
When a piece settles, the case resolves gravity by walking the link graph. A cluster falls only when every brick inside it has somewhere to go, so one anchored corner can leave an entire bridge of glass hanging over an empty column. Clear a full row and the shock runs outward: links on the rows above and below mutate, clusters split or fuse, and the stack you thought you had read settles into a different shape. Keep the clears coming and the combo counter climbs.
You get hold, a next preview, rotation, and a smart placement helper. With one-touch suggestions on, the case highlights the landings it considers sound. Tapping a different suggestion pages through the compatible placements; a second tap on the highlighted landing commits the piece. The suggestions respect physics — a landing is only offered when the piece can rotate at the spawn, travel along the spawn row and drop straight down without passing through settled glass, so nothing is ever teleported into a sealed pocket. Arrow keys, an on-screen pad and swipes all steer the active piece.
Four modes share the same rules. Campaign works through the gallery stage by stage. Endless runs until the spawn is blocked, with the level rising every sixty seconds. Time Attack gives you ninety seconds to build a score. Zen removes the clock so you can study links at your own speed.
The campaign holds five chapters of ten stages. Objectives rotate between lines cleared, score, longest combo, keeping the stack below a safe height, finishing inside a piece budget, and surviving a set time. Each stage rates three tiers, so up to three crowns. One crown unlocks the next stage; the harder crowns stay there for when you want them.
Casual, Classic and Expert change drop speed, how much help the suggestions give, how demanding the objectives are, and the score multiplier. Scoring itself is deterministic: simultaneous line clears pay 100, 250, 450, 700 and 1000, soft drops and hard locks pay small change, and a combo decays after a few quiet seconds instead of vanishing the instant you pause. Timing runs on delta time, so a 120 Hz screen plays at the same pace as a 60 Hz one.
A splash gate opens the room and starts the ambience on your first tap. The home hub is the gallery itself — the lit display table, the chapter map on the wall, the trophy case — and mode select, stage detail, tutorial, pause, results, leaderboard, stats, help, a copper settings plaque and a contact form all sit in the same room, tinted by the chapter you are playing.
Settings toggle music, sound effects, one-touch suggestions and haptics. The language orb switches between English, Vietnamese, Traditional Chinese, Simplified Chinese, Japanese, Spanish, Hindi and French. The canvas fills the whole viewport in portrait or landscape, from a small phone to a desktop window, and the system Back button maps to in-app navigation. Crowns, unlocks, statistics and settings are stored on your device; the season and all-time leaderboards and the contact form need a connection.
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